Ambrosia Garden Archive
    • 16 bit Change


      K' when you want to get rid of those chopped up pieces of graphics on maps, you need to change graphics to 16 bit right? How is this done? (You're all probably sick of me asking my questions)

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    • Save your file as a PICT file, it'll give you the option of 32/16 bit. This is with Photoshop, if you don't have this, let us know what you're working with.

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    • In GraphicConverter the following options are given:

      1 bit = black/white
      2 bit = 4 colors
      4 bit = 16 colors
      8 bit = 256 colors
      16 bit = 32768 colors
      32 bit = 16.7 million colors

      I didn't think I could see that many colors. I certainly didn't learn the names of them all. If you put color #4,765,643 next to color #4,765,642 do you think you could tell the difference?

      Excuse me for wandering off topic. When my pictures did not show up right in the game, even though they looked ok in the game editor, I opened them with GraphicConverter and selected 16 bit and they then behaved themselves in the game.

      You would think that if it's going to be screwy in the game it would also be screwy in the editors, but it doesn't seem to work that way.

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      Find those areas you missed the first time around. Have you been everywhere?

    • Quote

      Originally posted by Rubber Ducky:
      **Excuse me for wandering off topic. When my pictures did not show up right in the game, even though they looked ok in the game editor, I opened them with GraphicConverter and selected 16 bit and they then behaved themselves in the game.

      You would think that if it's going to be screwy in the game it would also be screwy in the editors, but it doesn't seem to work that way.

      **

      It's ok, we'll talk over here in the corner:
      I noticed that as well. Someone posted recently about that, and it completely escaped me as to why their grfx were looking funny in-game, but not the editor.

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      Just pimpin' my (url="http://"http://homepage.mac.com/dampeoples/iblog/dampeoples")scandalous stories(/url),(url="http://"http://homepage.mac.com/dampeoples/damcam.html")voyeur cam(/url), (url="http://"http://www.dampeoples.com")stuff(/url), (url="http://"http://homepage.mac.com/dampeoples/artlinks/stuff.html")art tutorial links(/url), and (url="http://"http://www.thejbfc.com")Fishing!(/url)

    • Please don't for a minute think that we're sick of you asking questions! That's precisely what makes this board as helpful as it is!!!!!

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      -- Debra
      Danillitphil Productions

    • simply converting to 32 bit isnot enough. You have to set the game options to true color, for starters. And you have to create a picture with a transparent background, which is best done with photoshop and saved as png with alpha channel. If you create picture with a transparent background then the ede pixels of your object have semi-transparent edge pixel which makes it blend with the environment.

      For animations it is best to create an action that does the folowing with your images and run a batch:
      - select all
      - Copy
      - Delete background layer (image is now transparent)
      - paste
      - select background color with select color (background color can best be color not present in the object)
      - delete the selection
      - save as png with alpha (best be done using web save since it creates the smallest files)

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    • Quote

      Originally posted by Rubber Ducky:
      **In GraphicConverter the following options are given:

      1 bit = black/white
      2 bit = 4 colors
      4 bit = 16 colors
      8 bit = 256 colors
      16 bit = 32768 colors
      32 bit = 16.7 million colors

      I didn't think I could see that many colors. I certainly didn't learn the names of them all. If you put color #4,765,643 next to color #4,765,642 do you think you could tell the difference?

      **

      16.7 million is limit to the number of colors that the human eye can distinguish. Think of the box of Crayolas!

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      Insert profound thought
      or clever witticism here